[RELz] Ammo Toolkits

Post » Sun Jan 23, 2011 4:04 am

@Katnap: That's an old experiment i had to add schematics to Micheal Masters after Lydia's death in the quest. I no longer use it, if it's still flagged as being changed don't worry, just ignore it.

@Uglulyx: It's not a script on the cars, it an entry point perk. Put simply the script is on the player, not the cars, bikes or buses. In this case DoOnce, Bethesda's panacea, doesn't work cause it'll mean that only one car can be stripped. Putting scripts on every single car just wastes loads of processor time and save file space logging every car you've activated.

@Miss Sparkle: The MoveTo would require me making hundreds of derelict hulks in a special holding cell then moving one to the site of the car upon stripping it, in short i'm too lazy for that scale of work :P It'll also multiply the file size of the plug-in by about 3x - 5x :( I get a personal self-satisfaction on knowing when i strip a car down i leave nothing to spare :P Personally I'd rather equip it with a frag mine and watch it go boom when the stupid-mutants walk by, but hey i need the fission batteries. :D
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Rob Smith
 
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Post » Sat Jan 22, 2011 8:57 pm

Ok that makes sense.
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Far'ed K.G.h.m
 
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Post » Sat Jan 22, 2011 10:17 pm

Ok i've edited the main description to make the Car Mechanic add-on a little more clear.
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Josh Trembly
 
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